damn nice warby..
and for the style. guess it need to fit together
.. but keep up the good work.
damn nice warby..
and for the style. guess it need to fit together
.. but keep up the good work.
that bloom and shit in the u3 engine just looks so cool. everything looks so good.
also warby the tank is fantastic ![]()
Thanks Psychokiller and Zete and yes, it can make gold out of shit ![]()
Anyways, a little update:
[Blocked Image: http://img375.imageshack.us/img375/171/ue3testupdatexn8.jpg]
i like it warby
not as much as your previous props but its still very nice. i just wonder how all the baked lighting will look in motion. my guess is that it'll look a bit wierd ![]()
Perhaps that's his 'on standby' lights ![]()
You could make a different texture for in-motion that had lights that weren't baked across multiple limbs, cos yeah that would look crappy if you were to animate it.
Awesome though, and damn aevirex that's nice!
or use heavy phong shaders and good reflection masks (i think PVK2 just went with specs only?)
if valve fixes the "$envmapmaskscale" parameter its gonna have envmap and specular other wise it wont .... and i am not animating it thats for sure ![]()
aevirex you do love your lightmap scale.
(I hate UV mapping)
[Blocked Image: http://img263.imageshack.us/img263/118/g11wipzm6.jpg]
Still rather bland, but any comments welcome. Don't ask for the map sizes, plz.
I'm working on the "Helmet" skin from Half-life: Deathmatch.
[Blocked Image: http://www.peliplaneetta.net/images/files/834/pic_1.jpg]
[Blocked Image: http://pix.nofrag.com/95/9d/f9bdd3c1b91ee2f43e6fc707ea91t.jpg]
[Blocked Image: http://pix.nofrag.com/69/91/a9f1bdba5dfec52c4f8e9c038dd8t.jpg]
[Blocked Image: http://pix.nofrag.com/e2/70/f6fcea16c617c692dfa580e07caet.jpg]
[Blocked Image: http://pix.nofrag.com/4b/fc/dad08e99cca150de995971e6ffe1t.jpg]
(2591 faces)
I feel the helmet weird and I would like to reach around 5000 faces for the final model... This model still in progress.
So you are planning on making a 5k poly model for HL1 ? ![]()
Quote from MinotauroSo you are planning on making a 5k poly model for HL1 ?
i think he means he will make it for source, seeing as hl1 already has a helmet skin...
I've nearly finished my APC, so I started an AH-1W Super Cobra (the AH-1Z is my favourite BF2 chopper
)
Found it really difficult for some reason, so I ended up 'cheating' by using meshsmooth then manually removing edges to get the shape of the cockpit. Started to come out alright now, but it's still just a rough shape more than anything. Obviously I need to remove some more edge loops, particularly around the nose.
Modelling with tiny blueprints is fun (I think most of my panes are something like 150 to 300 px, so I had to blow them up & sharpen lots to get anything remotely usable). Fortunately I've found hundreds of good reference photos, though.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1W_Super_Cobra.jpg]
Modern weapons can't match this old crap in any way
This is a colt navy 1851, tried to make it as close as possible to original.
[Blocked Image: http://www.fistful-of-frags.com/images/media/coltnavy.jpg]
Around 4000 triangles, my first firearm btw
You're a modelling machine these days defrag - what game dev disciplines are there left for you to get good at?! When you gonna start applying for jobs anyways, you've surely handed in the last of your uni stuff some time ago?
Good job so far R_Yell. If you would like to use this model for Source (I mean the Outlaws modification), I wish you to optimize the polycount to 3500...
yeah that gun is like pretty wow
Quote from ReNoYou're a modelling machine these days defrag - what game dev disciplines are there left for you to get good at?! When you gonna start applying for jobs anyways, you've surely handed in the last of your uni stuff some time ago?
Thanks
My modelling skills are OK but I need to practice more to get the speed up (and maybe do some stuff that isn't based on RL objects so I have to wing it a bit more). I can't texture for shit, so I suppose that is next on the list.
As for uni -- I'm finished and it looks like I'll be getting a first class degree (unless they screw me with some esoteric marking system, but I'm told there are no quotas etc.) How/When did you find out what your degree classification was? I've got all my module results but there's no classification showing up in OASIS etc.
I've already started applying to companies. My first application to a local company was ignored. I sent an email asking if they got it. They ignored that, too. Off to a good start, then. ![]()
R_Yell: Nice gun!
I don't recall when I found out, but it was obvious from my grades that I was going for a 2:1. I'd secured my position with Outerlight before finishing uni and since it was fairly obvious what grade was coming my way I wasn't all that excited to find out really! Obviously if you're going for first you're slightly more eager though, especially when making job applications
I don't think I had to wait too long, though I don't remember if it was put up somewhere on OASIS or we had to wait for something through the post.
As for the first unsuccessful job application? Their loss
What positions are you looking to go for; more programming or more design? I'll put in a good word for you at Outerlight if you're interested; I can't promise we're hiring right at the minute though I've a feeling we might be soon.
Don’t have an account yet? Register yourself now and be a part of our community!